Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Cornac |
Class | Sun Paladin |
Level / Exp | 26 / 55% |
Size | medium |
Lifes / Deaths | Killed by Darian at level 22 on the 29th Haze 122nd year of Ascendancy at 11:38 / 2Killed by Xanarebretha the forest wight at level 26 on the 59th Haze 122nd year of Ascendancy at 08:43 |
Primary Stats
Strength | 67 (base 57) |
Dexterity | 19 (base 10) |
Constitution | 18 (base 10) |
Magic | 63 (base 53) |
Willpower | 12 (base 10) |
Cunning | 15 (base 10) |
Resources
Life | -372/631 |
Mana | 140/260 |
Stamina | 205/210 |
Positive | 65/125 |
Healing Factor | 1.3411363549267 |
Regeneration | 17.770056702778 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 4 |
Offense: Mainhand
Damage | 124 |
Accuracy | 56 |
Crit Chance | 22% |
APR | 15 |
Speed | 1.00 |
Offense: Spell
Spellpower | 41 |
Crit Chance | 15% |
Speed | 1 |
Offense: Mind
Mindpower | 18 |
Crit Chance | 2% |
Speed | 1 |
Offense: Damage Bonus
Light | +10% |
Temporal | +9% |
Nature | +3% |
Arcane | +6% |
Fire | +12% |
All | 0% |
Offense: Damage Penetration
All | +35% |
Defense: Base
Armour (hardiness) | 30 (88.568973732692%) |
Defense | 41 |
Ranged Defense | 41 |
Fatigue | 33 |
Physical Save | 28 |
Spell Save | 33 |
Mental Save | 17 |
Defense: Resistances
Physical | + 16%( 70%) |
Mind | + 3%( 70%) |
All | + 3%( 70%) |
Lightning | + 38%( 70%) |
Light | + 20%( 70%) |
Temporal | + 15%( 70%) |
Darkness | + 48%( 70%) |
Fire | + 12%( 70%) |
Nature | + 8%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Confusion Resistance | 10% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 35 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 178 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 205 damage for 5 turns. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 589% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
Class Talents
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Crusader | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Celestial / Combat | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 3/5 |
Technique / Two-handed assault | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Shield offense | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Sun | 1.30 |
| 3/5 |
| 2/5 |
| 5/5 |
| 2/5 |
Generic Talents
Celestial / Chants | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Light | 1.30 |
| 2/5 |
| 4/5 |
| 3/5 |
| 4/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the injured seer to the recall portal on level 1 of Dreadfell. Escort: injured seer (level 1 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Norgos Lair. Escort: injured seer (level 2 of Norgos Lair)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Norgos Lair. Escort: lone alchemist (level 3 of Norgos Lair)As a reward you improved Magic by +5. | done |
You failed to protect the lost defiler from death by Aeretta the forest wight. Escort: lost defiler (level 4 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 3 of Dreadfell. Escort: repented thief (level 3 of Dreadfell)As a reward you improved talent Track (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed orc heart. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed warg claw. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Equipment
On feet | Emeluma (0 def, 2 armour) Emeluma (0 def, 2 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +2 Changes resistances: +3% lightning / +1% physical Confusion immunity: +10% Stamina each turn: +1.00 Only die when reaching: -80.00 life Maximum stamina: +30.00 Infravision radius: +2 A pair of boots made of leather. |
Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(54 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | Eilinoriatta (0 def, 1 armour) =Stun 20= Eilinoriatta (0 def, 1 armour) =Stun 20=Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Cun / +2 Wil Changes resistances: +3% darkness Spell save: +12 (+6 eff.) Stun/Freeze immunity: +20% Only die when reaching: -20.00 life Mindpower: +4 (+3 eff.) A cap made of leather. |
Tool | focusing dwarven-steel torque of psionic shield [power 73] (5/25 cooldown) focusing dwarven-steel torque of psionic shield [power 73] (5/25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to setup a psionic shield, reducing all damage taken by 73 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
On fingers | marksman's steel ring of perseverance marksman's steel ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+1 eff.) Changes stats: +3 Dex Stun/Freeze immunity: +22% Life regen: +1.00 Rings make your fingers look great! |
On fingers | gold quartz ring gold quartz ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% Life regen: +8.00 Maximum life: +54.00 Healing mod.: +12% Rings make your fingers look great! |
Around waist | Arulramina the hardened leather belt Arulramina the hardened leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +13 (+5 eff.) Damage when hit (Melee): 8 arcane Changes resistances: +2% physical Reduces incoming crit damage: 15.00% Stealth bonus: +8 Stun/Freeze immunity: +10% Life regen: +4.00 Healing mod.: +5% A belt that goes around your waist. |
In main hand | voratun battleaxe of shearing (56-83 power, 4 apr) voratun battleaxe of shearing (56-83 power, 4 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 55.5 - 83.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Accuracy: +17 (+4 eff.) Armour penetration: +7 Changes resistances penetration: +10% all Massive two-handed battleaxes. |
On hands | Flashglory (0 def, 2 armour) =TRACK= Flashglory (0 def, 2 armour) =TRACK=Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +21 (+5 eff.) Armour: +2 Effects on melee hit: * 10% chance to reduce all saves and defense by 12 Damage (Melee): 7 nature Damage when hit (Melee): 4 fire Changes stats: +1 Cun / +3 Dex Changes resistances: +5% nature / +7% darkness Changes damage: +3% nature / +12% fire Infravision radius: +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 12 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | dwarven-steel plate armour 'Xima' (0 def, 11 armour) =CON 8 TRACK LIGHT 2= dwarven-steel plate armour 'Xima' (0 def, 11 armour) =CON 8 TRACK LIGHT 2=Requires: - Massive armour training - Strength 35 Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Fatigue: +32% Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 10 arcane Changes stats: +8 Str / +8 Con Changes resistances: +22% lightning / +10% physical / +23% darkness / +9% fire / -13% light Changes damage: +6% arcane / +9% temporal Physical save: +7 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+5 eff.) Light radius: +2 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 12 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
Cloak | murderer's cashmere cloak of the voidstalker (2 def, 0 armour) =OOP 10= murderer's cashmere cloak of the voidstalker (2 def, 0 armour) =OOP 10=Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +4 Defense: +2 (+1 eff.) Changes stats: +1 Cun / +3 Dex Changes resistances: +13% darkness / +12% temporal Defense after a teleport: +13 Resist all after a teleport: +12% New effects duration reduction after a teleport: +10% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature Activation puts all charms on cooldown for 10 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | grounding copper amulet of strength (+2) =Stun 25= grounding copper amulet of strength (+2) =Stun 25=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Str Changes resistances: +11% lightning Stun/Freeze immunity: +25% Amulets make your neck look great! |
Inventory
regeneration infusion of the warrior (heal 339; 12 cd) regeneration infusion of the warrior (heal 339; 12 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 339 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
blink rune of the wizard (range 5; phase 19; cd 15) blink rune of the wizard (range 5; phase 19; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 19%, your defense is increased by 19 and all your resistances by 19%. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the duelist (absorb 166; dur 4; cd 14) shielding rune of the duelist (absorb 166; dur 4; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 166 damage for 4 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the wizard (absorb 239; dur 4; cd 15) shielding rune of the wizard (absorb 239; dur 4; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 239 damage for 4 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Chaludas =CON 4= Chaludas =CON 4=Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour penetration: +2 Fatigue: -6% Changes stats: +4 Con Changes damage: +9% arcane Life regen: +2.00 Mana each turn: +0.08 Spellpower on spell critical (stacks up to 3 times): +4 Damage Shield penetration: +30% Amulets make your neck look great! |
clarifying copper amulet of dexterity (+2) clarifying copper amulet of dexterity (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Dex Changes resistances: +11% mind Confusion immunity: +21% Amulets make your neck look great! |
copper amulet 'Earthqueen' copper amulet 'Earthqueen'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 37% Changes stats: +3 Wil Changes resistances: +3% cold Changes damage: +3% nature Amulets make your neck look great! |
serendipitous steel amulet of vision serendipitous steel amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +5 (+1 eff.) Defense: +5 (+2 eff.) Changes stats: +8 Lck Blindness immunity: +10% Infravision radius: +5 Sight radius: +2 See invisible: +7 Reduce all damage from unseen attackers: 10% Amulets make your neck look great! |
stabilizing steel amulet of cunning (+2) stabilizing steel amulet of cunning (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Cun Changes resistances: +12% temporal Pinning immunity: +20% Knockback immunity: +20% Amulets make your neck look great! |
wanderer's copper amulet wanderer's copper amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3 Dex / +4 Cun / +4 Con Life regen: +2.00 Stamina each turn: +0.40 Movement speed: +10% Amulets make your neck look great! |
Healwither HealwitherInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +5 (+1 eff.) Physical power: +6 (+2 eff.) Changes stats: +5 Str / +6 Dex / +5 Cun / +4 Con Changes resistances: +25% acid / +3% cold / +6% blight Changes damage: +11% acid Rings make your fingers look great! |
Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+4 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Xanuwyn the copper ring Xanuwyn the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 8 acid Changes resistances: +6% acid / +3% darkness Changes resistances penetration: +10% acid Spell save: +9 (+4 eff.) Disarm immunity: +23% Pinning immunity: +22% Knockback immunity: +22% Maximum life: +24.00 Rings make your fingers look great! |
copper ring 'Islamikira' copper ring 'Islamikira'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% nature / +9% fire Changes damage: +11% nature / +9% temporal Disease immunity: +20% Confusion immunity: +20% Life regen: +4.00 Rings make your fingers look great! |
copper ring of blight (+10%) copper ring of blight (+10%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +10% blight Changes damage: +10% blight Rings make your fingers look great! |
copper ring of corrosion (+22%) copper ring of corrosion (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% acid Changes damage: +11% acid Rings make your fingers look great! |
gold ring 'Glintoblivion' gold ring 'Glintoblivion'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Wil Changes resistances: +9% lightning Changes damage: +15% lightning / +6% cold Mindpower: +8 (+5 eff.) Light radius: +3 Rings make your fingers look great! |
marksman's steel ring of blight (+12%) marksman's steel ring of blight (+12%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Dex Changes resistances: +12% blight Changes damage: +12% blight Rings make your fingers look great! |
psionicist's steel ring of sensing psionicist's steel ring of sensingPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Wil Mental save: +4 (+3 eff.) Blindness immunity: +21% Infravision radius: +4 See stealth: +7 See invisible: +6 Rings make your fingers look great! |
savage's steel ring of misery savage's steel ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 12 Damage (Melee): 11 physical Effects on ranged hit: * 12% chance to reduce all saves and defense by 12 Damage (Ranged): 8 physical Changes stats: +3 Cun / +2 Con Spell save: +11 (+5 eff.) Hate when firing a critical mind attack: +2.00 Maximum stamina: +15.00 Maximum hate: +6.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
warrior's copper ring of corrosion (+20%) warrior's copper ring of corrosion (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +20% acid Changes damage: +10% acid Rings make your fingers look great! |
warrior's steel ring of arcana (+0.11/turn) warrior's steel ring of arcana (+0.11/turn)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str Silence immunity: +20% Mana each turn: +0.11 Rings make your fingers look great! |
Islosemina the stralite dagger (34-45 power, 9 apr) =CON 9= Islosemina the stralite dagger (34-45 power, 9 apr) =CON 9=Requires: - Dexterity 35 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 4 Base power: 34.5 - 44.9 Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% Damage (radius 1) on hit: +4 acid Damage (radius 2) on crit: +14 acid / +16 nature When wielded/worn: Armour penetration: +7 Effects on melee hit: * 20% chance to reduce armor by 32% Changes stats: +9 Con / +7 Wil Changes resistances penetration: +6% acid / +5% nature Maximum life: +50.00 Sharp, short and deadly. |
warbringer's steel dagger of massacre (18-23 power, 6 apr) =CON 2= warbringer's steel dagger of massacre (18-23 power, 6 apr) =CON 2=Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 17.5 - 22.8 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +2 Con Changes resistances penetration: +6% physical Disarm immunity: +10% Sharp, short and deadly. |
Woeusher (39-58 power, 2 apr) Woeusher (39-58 power, 2 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 39.0 - 58.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% On weapon hit: * 10% chance to reduce damage dealt by 11% * 50% chance to put 1 talent on cooldown for 2 turns (checks Confusion immunity) On weapon crit: * Splash the target with acid dealing 119 damage over 5 turns and reducing armor and accuracy by 15 When wielded/worn: Effects on melee hit: * 10% chance to reduce damage dealt by 11% Damage when hit (Melee): 2 light Changes damage: +6% darkness Massive two-handed mauls. |
Druthad the Freezeradiance Druthad the FreezeradianceInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 12 Changes resistances: +5% lightning / +5% temporal / +3% cold Changes resistances penetration: +10% cold Changes damage: +3% mind / +15% cold A belt that goes around your waist. |
Lightningscar =Blight 6= Lightningscar =Blight 6=Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -5% Effects on melee hit: * 10% chance to reduce armor by 32% Damage when hit (Melee): 6 lightning Changes resistances: +6% blight / +6% lightning Changes damage: +3% blight Maximum encumbrance: +21 A belt that goes around your waist. |
Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Yvylle the Stormbender Yvylle the StormbenderPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Damage when hit (Melee): 2 arcane Changes stats: +4 Dex / +5 Mag / +5 Wil / +4 Cun / +7 Lck Changes resistances: +9% lightning / +10% fire / +7% cold Changes resistances penetration: +25% arcane Trap disarming bonus: +20 Stealth bonus: +9 Spell crit. chance: +4% Infravision radius: +5 A belt that goes around your waist. |
hardened leather belt 'Yarokor' =PhyDamg14%= hardened leather belt 'Yarokor' =PhyDamg14%=Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +8 Damage when hit (Melee): 6 physical Changes resistances penetration: +8% physical Changes damage: +18% mind / +14% physical Hate when firing a critical mind attack: +4.00 Maximum hate: +4.00 A belt that goes around your waist. |
spiritwalker's hardened leather belt of burglary spiritwalker's hardened leather belt of burglaryPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4 Dex / +5 Mag / +3 Cun / +5 Lck Trap disarming bonus: +5 Stealth bonus: +7 Mana each turn: +0.20 Maximum mana: +34.00 Infravision radius: +4 A belt that goes around your waist. |
Eremiharandil the linen cloak (1 def, 0 armour) =CON 4= Eremiharandil the linen cloak (1 def, 0 armour) =CON 4=Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +3 Cun / +4 Con Changes resistances: +3% acid Changes resistances penetration: +5% acid Changes damage: +9% acid Spell save: +5 (+2 eff.) Mental save: +6 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Lightningblight (17 def, 0 armour) Lightningblight (17 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Defense: +17 (+6 eff.) Damage when hit (Melee): 4 lightning Changes stats: +3 Cun / +2 Dex Physical save: +12 (+6 eff.) Only die when reaching: -40.00 life Maximum stamina: +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Polenor (2 def, 0 armour) Polenor (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +3 Wil Changes resistances: +12% fire Changes resistances penetration: +15% mind Mental save: +9 (+6 eff.) Life regen: +2.00 Psi when hit: +0.12 Only die when reaching: -60.00 life Mental crit. chance: +2% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Adyldara' (1 def, 6 armour) =OOP 10= linen cloak 'Adyldara' (1 def, 6 armour) =OOP 10=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+1 eff.) Changes resistances: +15% acid / +10% cold / +3% blight Healing mod.: +20% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Blizzardquencher' (1 def, 6 armour) linen cloak 'Blizzardquencher' (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+1 eff.) Changes resistances: +13% cold / +5% arcane / +3% mind Changes resistances penetration: +10% cold Spell save: +3 (+1 eff.) Maximum life: +60.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Arubers (0 def, 3 armour) Arubers (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Armour: +3 Fatigue: +2% Changes stats: +1 Str / +6 Dex / +2 Cun Changes resistances penetration: +15% physical Light radius: +1 It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 1.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 2 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 60% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Boltshaper (0 def, 7 armour) =Lightning 18= Boltshaper (0 def, 7 armour) =Lightning 18=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Armour: +7 Fatigue: +3% Changes stats: +2 Con Changes resistances: +18% lightning Changes damage: +6% lightning Stamina each turn: +1.00 Infravision radius: +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Furnaceblur the pair of iron boots (10 def, 7 armour) Furnaceblur the pair of iron boots (10 def, 7 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +7 Defense: +10 (+4 eff.) Fatigue: +2% Changes resistances: +5% lightning / +5% temporal Changes resistances penetration: +15% nature / +15% fire Changes damage: +3% physical / +9% fire Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Hanehad (0 def, 3 armour) =CON 4= Hanehad (0 def, 3 armour) =CON 4=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Damage when hit (Melee): 4 acid Changes stats: +1 Wil / +4 Con Changes resistances: +3% acid Changes resistances penetration: +5% blight Changes damage: +3% acid Reduces incoming crit damage: 5.00% Stamina each turn: +0.40 Maximum stamina: +11.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Salona the pair of hardened leather boots (5 def, 3 armour) =Blight 6= Salona the pair of hardened leather boots (5 def, 3 armour) =Blight 6=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +5 (+2 eff.) Fatigue: -6% Changes stats: +3 Wil Changes resistances: +6% blight / +9% temporal / +6% acid Maximum encumbrance: +35 Physical save: +7 (+3 eff.) Disease immunity: +10% A pair of boots made of leather. |
pair of rough leather boots 'Glimmerpain' (0 def, 1 armour) =CON 5= pair of rough leather boots 'Glimmerpain' (0 def, 1 armour) =CON 5=Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +5 Con Changes resistances: +6% lightning / +5% temporal / +3% light Changes resistances penetration: +5% light Changes damage: +12% acid Reduces incoming crit damage: 10.00% A pair of boots made of leather. |
pair of rough leather boots 'Sparktaint' (0 def, 3 armour) =Blight 6= pair of rough leather boots 'Sparktaint' (0 def, 3 armour) =Blight 6=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Damage when hit (Melee): 2 lightning Changes resistances: +6% blight / +3% fire / +6% light Infravision radius: +1 A pair of boots made of leather. |
Crystle's Astral Bindings (0 def, 0 armour) Crystle's Astral Bindings (0 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +8% darkness / +8% temporal Changes resistances penetration: +10% darkness / +10% temporal Changes damage: +8% darkness / +8% temporal N.Energy each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +2 (+0 eff.) Spell crit. chance: +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Talent on hit(spell): Dust to Dust (10% chance level 2). Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
Furnacewild the rough leather gloves (0 def, 7 armour) Furnacewild the rough leather gloves (0 def, 7 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +7 Damage (Melee): 6 physical Changes resistances: +3% acid Changes resistances penetration: +25% fire Changes damage: +3% fire / +4% physical Light radius: +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+2 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
dwarven-steel gauntlets 'Sunvenom' (0 def, 2 armour) dwarven-steel gauntlets 'Sunvenom' (0 def, 2 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Changes stats: +4 Str / +4 Dex / +2 Wil / +4 Cun Changes resistances: +12% blight / +6% light / +6% darkness Talent cooldown: Double Strike (-1 turn) Physical save: +23 (+11 eff.) Maximum life: +40.00 Maximum mana: +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets 'Zeragokalthorab' (15 def, 2 armour) dwarven-steel gauntlets 'Zeragokalthorab' (15 def, 2 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Defense: +15 (+5 eff.) Fatigue: +3% Damage (Melee): 9 fire Changes stats: +4 Wil Changes resistances: +7% fire Changes resistances penetration: +20% physical Changes damage: +6% fire Stamina each turn: +2.00 Light radius: +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Berandur the rough leather cap (0 def, 1 armour) =OOP 15= Berandur the rough leather cap (0 def, 1 armour) =OOP 15=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +4 (+1 eff.) Armour: +1 Fatigue: +1% Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 22 Changes stats: +2 Str / +3 Con Changes resistances: +5% arcane Changes resistances penetration: +10% temporal Changes damage: +3% blight Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cap made of leather. |
Mayuma (0 def, 5 armour) =Stun 20= Mayuma (0 def, 5 armour) =Stun 20=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +5 Fatigue: +5% Changes resistances penetration: +15% acid Physical save: +3 (+1 eff.) Spell save: +3 (+1 eff.) Mental save: +9 (+6 eff.) Stun/Freeze immunity: +20% Infravision radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Prismstreak (0 def, 4 armour) =Blight 9= Prismstreak (0 def, 4 armour) =Blight 9=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +5 Str Changes resistances: +9% blight / +9% acid Changes resistances penetration: +20% light Light radius: +3 It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 127.2 Physical damage. If the attack hits, the target is confused (30% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Sootwaker the rough leather cap (0 def, 1 armour) =Blight 6= Sootwaker the rough leather cap (0 def, 1 armour) =Blight 6=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +6% blight / +12% cold / +3% lightning Changes damage: +3% darkness Spell save: +9 (+4 eff.) Stamina when hit: +0.80 Equilibrium when hit: +0.90 A cap made of leather. |
dwarven-steel helm 'Unraharazor' (0 def, 4 armour) =Lightnign 9= dwarven-steel helm 'Unraharazor' (0 def, 4 armour) =Lightnign 9=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Effects on melee hit: * 10 arcane resource burn * 20% chance to reduce all saves and defense by 12 Changes resistances: +3% acid / +9% mind / +9% lightning Changes damage: +3% mind Physical save: +10 (+5 eff.) Spell save: +3 (+1 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
hardened leather cap 'Quenchparry' (0 def, 3 armour) =CON 5= hardened leather cap 'Quenchparry' (0 def, 3 armour) =CON 5=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 8 arcane / 8 cold Changes stats: +5 Con Changes resistances: +12% cold Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A cap made of leather. |
iron helm 'Blazewyrd' (0 def, 3 armour) iron helm 'Blazewyrd' (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Armour: +3 Fatigue: +5% Changes stats: +3 Dex / +2 Con Changes resistances: +1% physical / +9% fire Only die when reaching: -60.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Thunderlace' (0 def, 3 armour) =CON 3= iron helm 'Thunderlace' (0 def, 3 armour) =CON 3=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Wil / +3 Con Changes damage: +21% lightning Hate when firing a critical mind attack: +1.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap 'Aeruleda' (0 def, 1 armour) rough leather cap 'Aeruleda' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Con Changes resistances: +1% physical / +5% arcane / +6% temporal Disarm immunity: +10% Life regen: +4.00 Maximum life: +60.00 A cap made of leather. |
Abysspiercer (33 def, 8 armour) Abysspiercer (33 def, 8 armour)Requires: - Heavy armour training - Strength 28 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +33 (+11 eff.) Fatigue: +12% Changes stats: +6 Str Changes resistances: +12% physical / +13% darkness / +5% arcane Changes resistances penetration: +10% fire Reduces incoming crit damage: 15.00% Light radius: +1 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 12 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
Ivumira (3 def, 8 armour) =Blight 15 Light 2= Ivumira (3 def, 8 armour) =Blight 15 Light 2=Requires: - Heavy armour training - Strength 28 Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +12% Damage when hit (Melee): 4 mind Changes stats: +6 Cun / +3 Wil Changes resistances: +15% blight / +18% cold / +10% darkness / +19% lightning Mental save: +6 (+4 eff.) Light radius: +2 A suit of armour made of mail. |
iron plate armour 'Helloozer' (0 def, 7 armour) =Stun 23= iron plate armour 'Helloozer' (0 def, 7 armour) =Stun 23=Requires: - Massive armour training - Strength 22 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Fatigue: +22% Changes resistances: +12% acid / +6% physical / +6% darkness / +6% lightning / +6% cold / +5% arcane / +6% fire Changes damage: +3% fire Talent cooldown: Rush (-5 turns) Spell save: +3 (+1 eff.) Blindness immunity: +20% Disarm immunity: +21% Stun/Freeze immunity: +23% Knockback immunity: +23% Maximum psi: +10.00 A suit of armour made of metal plates. |
7 agate 7 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
265 alchemist agate 265 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
3 onyx 3 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
6 aquamarine 6 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli 2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+4 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal 3 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz 2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+3 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Ereliharathad (dig speed 30 turns) Ereliharathad (dig speed 30 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Damage when hit (Melee): 8 temporal Changes stats: +2 Str / +3 Mag / +2 Wil / +3 Cun Maximum mana: +35.00 Maximum psi: +20.00 Spell crit. chance: +6% Mindpower: +20 (+11 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 emerald 2 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 spinel 5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Greennight =CON 5= Greennight =CON 5=Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +5 Con Changes resistances: +3% nature Reduces incoming crit damage: 5.00% Mental save: +6 (+4 eff.) Light radius: +3 See stealth: +5 See invisible: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Gylrawe the Bogfoe Gylrawe the BogfoeInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 6 mind Changes stats: +6 Cun / +4 Wil Changes damage: +6% nature Physical save: +7 (+3 eff.) Maximum psi: +30.00 Mental crit. chance: +3% Light radius: +4 Healing mod.: +18% A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern 'Treewing' brass lantern 'Treewing'Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour: +2 Changes resistances: +6% mind Changes resistances penetration: +5% nature Changes damage: +6% nature Maximum life: +41.00 Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
4 garnet 4 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Greenlord the steel torque of gale force [power 150] (5/15 cooldown) Greenlord the steel torque of gale force [power 150] (5/15 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Damage when hit (Melee): 4 nature Mana each turn: +0.04 Maximum vim: +10.00 Spell crit. chance: +3% It can be used to project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 150 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 1 beneficial effects by 1. * Reduce 2 talent cooldowns by 2. * Cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
Murkpiercer [power 1] (5/25 cooldown) Murkpiercer [power 1] (5/25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Defense: +5 (+2 eff.) Changes stats: +1 Dex Changes resistances: +6% darkness Changes resistances penetration: +20% physical Physical save: +6 (+3 eff.) Maximum stamina: +20.00 It can be used to remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Heal for 38. Torques are made by powerful psionics to store psionic powers. |
evasive steel torque of psionic shield [power 51] (5/25 cooldown) evasive steel torque of psionic shield [power 51] (5/25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all damage taken by 51 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Gain a 15% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
ash totem of thorny skin 'Blazepassion' [power 25] (5/20 cooldown) ash totem of thorny skin 'Blazepassion' [power 25] (5/20 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Damage when hit (Melee): 4 lightning Changes resistances: +3% nature / +6% temporal It can be used to harden the skin for 7 turns increasing armour by 25 and armour hardiness by 40% Activation puts all charms on cooldown for 20 turns. When used: * Heal for 42. * Reduce fatigue by 24% for 2 turns. * Gain a 18% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
yew totem of stinging 'Polonne' [power 248] (5/15 cooldown) =OOP 15= yew totem of stinging 'Polonne' [power 248] (5/15 cooldown) =OOP 15=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Defense: +20 (+7 eff.) Changes stats: +1 Str Changes resistances: +3% mind Confusion immunity: +10% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to sting an enemy dealing 255 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 16% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
amethyst amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
5 quartz 5 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 ametrine 8 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine 5 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon 3 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Darian the Cornac Sun Paladin level 16
31st Dusk 122nd year of Ascendancy at 00:24 see stats
By Darian the Cornac Sun Paladin level 25
56th Haze 122nd year of Ascendancy at 13:31 see stats
By Darian the Cornac Sun Paladin level 24
44th Haze 122nd year of Ascendancy at 00:23 see stats
By Darian the Cornac Sun Paladin level 10
2nd Summertide 122nd year of Ascendancy at 16:03 see stats
By Darian the Cornac Sun Paladin level 20
72nd Dusk 122nd year of Ascendancy at 05:52 see stats
By Darian the Cornac Sun Paladin level 4
77th Pyre 122nd year of Ascendancy at 08:00 see stats
By Darian the Cornac Sun Paladin level 22
29th Haze 122nd year of Ascendancy at 10:26 see stats
By Darian the Cornac Sun Paladin level 10
5th Dusk 122nd year of Ascendancy at 03:26 see stats
By Darian the Cornac Sun Paladin level 7
2nd Mirth 122nd year of Ascendancy at 07:43 see stats
By Darian the Cornac Sun Paladin level 23
30th Haze 122nd year of Ascendancy at 11:16 see stats
By Darian the Cornac Sun Paladin level 16
31st Dusk 122nd year of Ascendancy at 00:24 see stats
By Darian the Cornac Sun Paladin level 22
29th Haze 122nd year of Ascendancy at 11:38 see stats
Log
Darian has a cursed wound!
Darian is being stalked by Something!
Darian receives 303 healing.
Something hits Darian for 0 physical, 11 blight (11 total damage).
Something misses Darian.
You feel a surge of power as a powerful creature falls nearby.
You feel a surge of power as a powerful creature falls nearby.
Darian moves reluctantly!
Darian burns with light!
Darian's lifeline is no longer braided.
Darian is free from the illness.
Darian recovers sight.
Something hits Darian for 173 light damage.
Nerusethra the grave wight's Fugue Clone's Temporal Bolt hits Nerusethra the grave wight for 164 temporal damage.
Aridawyn the armoured skeleton warrior uses Harass Prey.
Darian has been harassed.
Darian's Execution is disrupted!
Darian's Track is disrupted!
Melee retaliation hits Aridawyn the armoured skeleton warrior for 2 fire, 9 arcane, 2 fire, 9 arcane (23 total damage).
Aridawyn the armoured skeleton warrior hits Darian for 97 physical, 14 blight, 98 physical, 14 blight (222 total damage).
Darian casts Barrier.
A shield forms around Darian.
Xanarebretha the forest wight uses Slash.
Your shield crumbles under the damage!
The shield around Darian crumbles.
Darian is no longer being stalked by Aridawyn the armoured skeleton warrior.
Melee retaliation hits Xanarebretha the forest wight for 2 fire, 9 arcane (11 total damage).
Xanarebretha the forest wight hits Darian for (223 absorbed), 279 physical (279 total damage).
Darian the level 26 cornac sun paladin was mutilated to death by Xanarebretha the forest wight on level 4 of Dreadfell.